Still waiting for someone to showcase this build diversity that supposedly existed before the hybrid changes. Try though I might, I haven't been able to find it myself. Before, just like now, all the guides and guilds would direct you towards a singular build that's best for each class and encounter. Sure, there may have been a split between Mag and Stam DPS before; all the difference there was you either used Unstable Wall, a ten-second mid-sized AoE, or Endless Hail, a ten-second mid-sized AoE. Wow, big diversity. . .
At the end of the day, it's the core elements of the game's combat that makes the meta so restrictive and stale. LA weaving + the GCD ensures that everyone in endgame is casting skills at the same rate, in the same pattern. LA > Buff, LA > Dot, LA > Spam till your buffs run out, repeat. That basic formula was the same for every single DPS build, from MagDK to StamCro. The same principle applies to why tanks and healers have even MORE restrictive builds than DPS; the mechanics of the game shove those roles into such a small corner that there's nothing else they can provide that makes up for what they lose by not going meta.
The big thing that the hybrid changes did was highlight just how meaningless a lot of the game's morphs were. Class skills in particular often were just a matter of what resource you used determining which morph you picked. There was no choice. So the way I see it, now the devs have to go through and try to make each morph actually worth picking on its own, which will legitimately increase the choices available for each build, thus drastically increasing diversity.
Sandman929 wrote: »What removes build diversity is a handful of sets that are miles better than a mountain of crap.
This. At first, I wasn't attracted at all to hybridization, as it felt very weird and counter-intuitive (this game changed so much afterall), but after a while I adapted, and now I like it! However, even with a wider variety of skills to choose, we are still hostages of certain procs/sets. This game has so many sets that they have to keep coming up with more and more powerful stuff in order to sell them. I wish they would slow down on the release of new sets and focus more on balancing the existing stuff. Rethink some procs and start balancing PvE and PvP differently. Less RNG and more playing.
It was funny seeing every single PTS build using the same two sets +mythic for parsing. Nirn, Reliquen and Kilt with some +crit helm was all that was used.
Sad that build diversity is so limited, even between classes, that the best results are unanimous use of the same exact sets.
Everest_Lionheart wrote: »Before they nerfed crit damage you could get there with a variety of sets before. Even stam toons could run vMA staff backbar and still be within 3-4% of top end numbers. You could run double 2H weapons and still be within a few percentage points of top end numbers.
You could run weapons expert CP and buff LA in combination with vMA staff and undaunted infiltrator/unweaver along side crushing/elemental weapon and still be within a few percentage points of the meta builds.
Changes to vMA 2H shifted the meta for backbars and made everything the same. Because crit dmg was capped the meta became raw damage and crit percentage. Which before all the changes you could still spec into before but with all the crit damage sources in the game pre nerf why would you?
That was the design error from the beginning which they used a heavy handed nerf to control without knowing there were other ways to achieve the same damage. Hybridization only enhanced the raw damage. The skill divertsity was already long gone. There is also no class or racial identity.
As a DPS you are either high elf or dark elf. There is zero reason to play any other race. When they changed cut percentage to crit damage ore crit nerf everyone was Khajiit, no reason to play anything else. The nerf came, the race is gutted. Orc still OK for stam, Breton OK for beginners, imperial OK all around race locked behind a paywall.
Class identity is gone because constant tinkering has shifted the meta every couple of month towards a new class and the nerf/buff cycle means your great class this year will be bottom of the heap next year, or maybe even sooner than that. This makes all the classes feel vanilla. It why we all choose the same weapon, world and guild skills to fill out our rotations, so many class skills to choose from and maybe 1 or 2 are useable.
That’s what hybridization amounted to, same vanilla ice cream, different packaging.
Still waiting for someone to showcase this build diversity that supposedly existed before the hybrid changes. Try though I might, I haven't been able to find it myself. Before, just like now, all the guides and guilds would direct you towards a singular build that's best for each class and encounter. Sure, there may have been a split between Mag and Stam DPS before; all the difference there was you either used Unstable Wall, a ten-second mid-sized AoE, or Endless Hail, a ten-second mid-sized AoE. Wow, big diversity. . .
At the end of the day, it's the core elements of the game's combat that makes the meta so restrictive and stale. LA weaving + the GCD ensures that everyone in endgame is casting skills at the same rate, in the same pattern. LA > Buff, LA > Dot, LA > Spam till your buffs run out, repeat. That basic formula was the same for every single DPS build, from MagDK to StamCro. The same principle applies to why tanks and healers have even MORE restrictive builds than DPS; the mechanics of the game shove those roles into such a small corner that there's nothing else they can provide that makes up for what they lose by not going meta.
The big thing that the hybrid changes did was highlight just how meaningless a lot of the game's morphs were. Class skills in particular often were just a matter of what resource you used determining which morph you picked. There was no choice. So the way I see it, now the devs have to go through and try to make each morph actually worth picking on its own, which will legitimately increase the choices available for each build, thus drastically increasing diversity.
I had this strange idea while reading some post here : What if the consequence of Hybridization was to reduce our build diversity instead of adding more option ?
Hybridization was implemented with the idea to be able to mix Mag and Stam skill/weapon, to give more choice.
What is the result ?
pure build can't compete. Magsorc is dead ? Stamsorc too ? Time for the perfect Sorcerer with the best of both world.
I take the Sorc example because it's my main but it will be true with all class. Just use whatever is the best.
What will be the consequence ?
Weapon choice will be flavor.
Race with hybrid passive will out perform over pure Magicka/Stamina race.
"Class identity" will suffer ever more. Warden will be a teddy bear trainer in Elsa cosplay.
More seriously, Dev already start to buff skill for specific weapon (Winter's Revenge with a Destruction Staff).
I'm curious about this dev choice and what is planned for next chapter ?
I had this strange idea while reading some post here : What if the consequence of Hybridization was to reduce our build diversity instead of adding more option ?
Hybridization was implemented with the idea to be able to mix Mag and Stam skill/weapon, to give more choice.
What is the result ?
pure build can't compete. Magsorc is dead ? Stamsorc too ? Time for the perfect Sorcerer with the best of both world.
I take the Sorc example because it's my main but it will be true with all class. Just use whatever is the best.
What will be the consequence ?
Weapon choice will be flavor.
Race with hybrid passive will out perform over pure Magicka/Stamina race.
"Class identity" will suffer ever more. Warden will be a teddy bear trainer in Elsa cosplay.
More seriously, Dev already start to buff skill for specific weapon (Winter's Revenge with a Destruction Staff).
I'm curious about this dev choice and what is planned for next chapter ?
ZOS's "vision" is standardization. It probably won't stop until all classes are identical.... only with different particle effects.
It's pretty close to that already. That, combined with removing achievements for alts makes it look like they are pushing us to one and done. Only need one character to play ESO. Then you can move on to a different game.
YandereGirlfriend wrote: »I had this strange idea while reading some post here : What if the consequence of Hybridization was to reduce our build diversity instead of adding more option ?
Hybridization was implemented with the idea to be able to mix Mag and Stam skill/weapon, to give more choice.
What is the result ?
pure build can't compete. Magsorc is dead ? Stamsorc too ? Time for the perfect Sorcerer with the best of both world.
I take the Sorc example because it's my main but it will be true with all class. Just use whatever is the best.
What will be the consequence ?
Weapon choice will be flavor.
Race with hybrid passive will out perform over pure Magicka/Stamina race.
"Class identity" will suffer ever more. Warden will be a teddy bear trainer in Elsa cosplay.
More seriously, Dev already start to buff skill for specific weapon (Winter's Revenge with a Destruction Staff).
I'm curious about this dev choice and what is planned for next chapter ?
ZOS's "vision" is standardization. It probably won't stop until all classes are identical.... only with different particle effects.
It's pretty close to that already. That, combined with removing achievements for alts makes it look like they are pushing us to one and done. Only need one character to play ESO. Then you can move on to a different game.
Which is very strange considering that increasing class identity would actually drive character slot sales from the Crown Store.
If every character plays the same then why would anyone expand beyond the default 8?
Dragonredux wrote: »I feel it's a double edged sword.
On the one hand, it's easier for someone to make a 2h flame wielding DK compared to back then and be reasonably effective. At least very least it helps solves some new player woes I like to believe.
On the other hand, it widens one of my main problems that I have with ESO. There's only around 100 or so usable for vet content and pvp out of the sea of 500+ sets in the game. The problem is made even for endgame having significantly less. Can't really make a new build that isn't just a specific theme without going "Why not just x set" instead.
Hybridization does reduce build diversity, and I said as much when they were proposing the big changes. Most people disagreed, but its pretty clear to see. Stamina templar basically doesn't exist anymore, same for magicka sorcerer.
The only demographic of players where Hybridization actually increased build diversity is the group that doesn't care about performance, and just makes fun builds to play overland content with or normal mode content.
Since fun off meta builds were already possible before the Hybridization, I would say the negative impact far outweighs the positives.
i like the idea of hybridization, but the execution doesn't feel like it matches expectation.
everyone is a melee fighter with daggers now. where did the ranged role go? i suspect this is partly an artifact of dummy humping, and ranged can be competitive in real content - but why can't ranged also be competitive on the dummy?
i've been interested to start to see some bow/bow builds that are in the ballpark of melee builds. haven't seen staff builds doing the same yet
imo hybridization isn't about removing diversity. Spreedsheeting and elityzm is about it (meta nazis). Hybridization is about resources management and diversity.
BUT
Nerfing all around to the point where Pillar of Nirn is better than any arena set is about bad decisions done. Perhaps its not something new, because to keep deversity u must keep old content in balance with new one.
Where is changes to elf bane, cruel flurry, oblivion foe? Where is changes to everything linked to dots duration? There is none. And I can't see it in upcoming patch notes. Maybe lets just forget about this old stuff, bc its old and you won't sell it anymore.
I think its because RM is overland set and that explains everything with only one exception - mother sorrow (now order wrath is better). But agree, building 4-1-1-4 with this and siroria could be fun, if only RM wouldn't be so much behind in damage than current meta sets. For me rly there is only one visible reason, why order wrath for example hitting so high being crafted in same time - they sold it as part of High Isle. Again, in that matrix they can't sell RM another time. But, well, they could at least make some diversity in things they selling... Not adding something stronger, but something different each time. Why they need damage nerf you think? Answer is simple: that progression with adding each time stronger items for new expansions to sell them just have hit the roof. There was no space upper to grow for some reason. Probably pvp one or 4 man content. And they did a loop. They afraid that if there will be nothing stronger than current meta ppl won't buy new dlcs.
If procs have become the best way to chase damage, why aren't more proc sets viable? Pillar is great for bleed and whorl for ice, but why aren't DKs wearing Red Mountain? It should be as good, if not better, than pillar in theory, but clearly ZoS isn't interested in making sets work for specific builds,
SerafinaWaterstar wrote: »Loathe the implementation.
This is probably me being very dense, but how do you sustain magicka if using weapons and not staves?
But then I find meta-chasing incredibly dull & detrimental to the game. Variety is the spice of life, after all.